raze/source/games/sw/src/light.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "light.h"
BEGIN_SW_NS
/* #define LIGHT_Match(sp) (SP_TAG2((sp))) */
/* #define LIGHT_Type(sp) (SP_TAG3((sp))) */
/* #define LIGHT_MaxTics(sp) (SP_TAG4((sp))) */
/* #define LIGHT_MaxBright(sp) (SP_TAG5((sp))) */
/* #define LIGHT_MaxDark(sp) (SP_TAG6((sp))) */
/* #define LIGHT_ShadeInc(sp) (SP_TAG7((sp))) */
/* */
/* #define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10))) */
/* #define LIGHT_DirChange(sp) (FLIP((sp)->extra, SPRX_BOOL10)) */
/* */
/* #define LIGHT_Shade(sp) ((sp)->shade) */
/* #define LIGHT_FloorShade(sp) ((sp)->xoffset) */
/* #define LIGHT_CeilingShade(sp) ((sp)->yoffset) */
/* #define LIGHT_Tics(sp) ((sp)->z) */
/* */
/* #define LIGHT_DiffuseNum(sp) (SP_TAG3((sp))) */
/* #define LIGHT_DiffuseMult(sp) (SP_TAG4((sp))) */
void SectorLightShade(SPRITEp sp, short intensity)
{
short w, startwall, endwall;
int8_t* wall_shade;
short base_shade;
short wallcount;
if (TEST_BOOL8(sp))
intensity = -intensity;
if (!TEST_BOOL2(sp))
{
if (!TEST_BOOL6(sp))
sector[sp->sectnum].floorpal = sp->pal;
sector[sp->sectnum].floorshade = LIGHT_FloorShade(sp) + intensity; // floor change
}
if (!TEST_BOOL3(sp))
{
if (!TEST_BOOL6(sp))
sector[sp->sectnum].ceilingpal = sp->pal;
sector[sp->sectnum].ceilingshade = LIGHT_CeilingShade(sp) + intensity; // ceiling change
}
// change wall
if (!TEST_BOOL4(sp))
{
ASSERT(User[sp - sprite].Data() && User[sp - sprite]->WallShade.Data());
wall_shade = User[sp - sprite]->WallShade.Data();
startwall = sector[sp->sectnum].wallptr;
endwall = startwall + sector[sp->sectnum].wallnum - 1;
for (w = startwall, wallcount = 0; w <= endwall; w++)
{
base_shade = wall_shade[wallcount];
wall[w].shade = base_shade + intensity;
if (!TEST_BOOL6(sp))
wall[w].pal = sp->pal;
wallcount++;
if (TEST(sp->extra, SPRX_BOOL5))
{
uint16_t const nextwall = wall[w].nextwall;
if (validWallIndex(nextwall))
{
base_shade = wall_shade[wallcount];
wall[nextwall].shade = base_shade + intensity;
if (!TEST_BOOL6(sp))
wall[nextwall].pal = sp->pal;
wallcount++;
}
}
}
}
}
void DiffuseLighting(SPRITEp sp)
{
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int i;
short count;
short shade;
SPRITEp dsp;
// diffused lighting
count = 0;
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StatIterator it(STAT_LIGHTING_DIFFUSE);
while ((i = it.NextIndex()) >= 0)
{
dsp = &sprite[i];
// make sure matchs match
if (LIGHT_Match(dsp) != LIGHT_Match(sp))
continue;
shade = sp->shade + ((LIGHT_DiffuseNum(dsp) + 1) * LIGHT_DiffuseMult(dsp));
if (shade > LIGHT_MaxDark(sp))
shade = LIGHT_MaxDark(sp);
if (!TEST_BOOL6(dsp))
dsp->pal = sp->pal;
SectorLightShade(dsp, shade);
count++;
}
}
void DoLightingMatch(short match, short state)
{
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int i;
SPRITEp sp;
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StatIterator it(STAT_LIGHTING);
while ((i = it.NextIndex()) >= 0)
{
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auto u = User[i].Data();
sp = &sprite[i];
if (LIGHT_Match(sp) != match)
continue;
switch (LIGHT_Type(sp))
{
case LIGHT_CONSTANT:
// initialized
SET_BOOL9(sp);
// toggle
if (state == -1)
state = !TEST_BOOL1(sp);
if (state == ON)
{
SET_BOOL1(sp);
sp->shade = -LIGHT_MaxBright(sp);
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sp->pal = u->spal; // on
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
else
{
RESET_BOOL1(sp);
sp->shade = LIGHT_MaxDark(sp);
sp->pal = 0; // off
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
break;
case LIGHT_FLICKER:
case LIGHT_FADE:
// initialized
SET_BOOL9(sp);
// toggle
if (state == -1)
state = !TEST_BOOL1(sp);
if (state == ON)
{
// allow fade or flicker
SET_BOOL1(sp);
}
else
{
RESET_BOOL1(sp);
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
break;
case LIGHT_FADE_TO_ON_OFF:
// initialized
SET_BOOL9(sp);
// toggle
//if (state == -1)
// state = !TEST_BOOL1(sp);
if (state == ON)
{
if (LIGHT_Dir(sp) == 1)
{
LIGHT_DirChange(sp);
}
}
else if (state == OFF)
{
if (LIGHT_Dir(sp) == 0)
{
LIGHT_DirChange(sp);
}
}
// allow fade or flicker
SET_BOOL1(sp);
break;
case LIGHT_FLICKER_ON:
// initialized
SET_BOOL9(sp);
// toggle
if (state == -1)
state = !TEST_BOOL1(sp);
if (state == ON)
{
// allow fade or flicker
SET_BOOL1(sp);
}
else
{
// turn it off till next switch
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auto spal = sp->pal;
RESET_BOOL1(sp);
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
sp->pal = spal;
}
break;
}
}
}
void InitLighting(void)
{
SPRITEp sp;
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int i;
// processed on level startup
// puts lights in correct state
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StatIterator it(STAT_LIGHTING);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (!TEST_BOOL9(sp))
{
DoLightingMatch(LIGHT_Match(sp), !!TEST_BOOL1(sp));
}
}
}
void DoLighting(void)
{
SPRITEp sp;
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int i;
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StatIterator it(STAT_LIGHTING);
while ((i = it.NextIndex()) >= 0)
{
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auto u = User[i].Data();
sp = &sprite[i];
// on/off test
if (TEST_BOOL1(sp) == OFF)
continue;
switch (LIGHT_Type(sp))
{
case LIGHT_CONSTANT:
break;
case LIGHT_FLICKER:
LIGHT_Tics(sp) += synctics;
while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp))
{
LIGHT_Tics(sp) -= LIGHT_MaxTics(sp);
if ((RANDOM_P2(128 << 8) >> 8) > 64)
{
sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
else
{
// turn off lighting - even colored lighting
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auto spal = sp->pal;
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
sp->pal = spal;
}
}
break;
case LIGHT_FADE:
LIGHT_Tics(sp) += synctics;
while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp))
{
LIGHT_Tics(sp) -= LIGHT_MaxTics(sp);
if (LIGHT_Dir(sp) == 1)
{
sp->shade += LIGHT_ShadeInc(sp);
if (sp->shade >= LIGHT_MaxDark(sp))
LIGHT_DirChange(sp);
}
else
{
sp->shade -= LIGHT_ShadeInc(sp);
if (sp->shade <= -LIGHT_MaxBright(sp))
LIGHT_DirChange(sp);
}
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
break;
case LIGHT_FADE_TO_ON_OFF:
LIGHT_Tics(sp) += synctics;
while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp))
{
LIGHT_Tics(sp) -= LIGHT_MaxTics(sp);
if (LIGHT_Dir(sp) == 1)
{
sp->shade += LIGHT_ShadeInc(sp);
if (sp->shade >= LIGHT_MaxDark(sp))
{
sp->pal = 0; // off
LIGHT_DirChange(sp);
// stop it until switch is hit
RESET_BOOL1(sp);
}
}
else
{
sp->shade -= LIGHT_ShadeInc(sp);
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sp->pal = u->spal; // on
if (sp->shade <= -LIGHT_MaxBright(sp))
{
LIGHT_DirChange(sp);
// stop it until switch is hit
RESET_BOOL1(sp);
}
}
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
break;
case LIGHT_FLICKER_ON:
LIGHT_Tics(sp) += synctics;
while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp))
{
LIGHT_Tics(sp) -= LIGHT_MaxTics(sp);
if ((RANDOM_P2(128 << 8) >> 8) > 64)
{
sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp));
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
}
else
{
// turn off lighting - even colored lighting
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auto spal = sp->pal;
sp->pal = 0;
sp->shade = LIGHT_MaxDark(sp);
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
sp->pal = spal;
}
if ((RANDOM_P2(128 << 8) >> 8) < 8)
{
// set to full brightness
sp->shade = -LIGHT_MaxBright(sp);
SectorLightShade(sp, sp->shade);
DiffuseLighting(sp);
// turn it off until a swith happens
RESET_BOOL1(sp);
}
}
break;
}
}
}
END_SW_NS